Showing posts with label Beta Colony. Show all posts
Showing posts with label Beta Colony. Show all posts

Friday, 8 March 2019

Beta Testing

Thursday: after early-evening Timeline and The Mind (we crashed and burned on level 8) with the boys, Adam and Ian and I (Sam) regarded the alcove of joy deciding what to play. Adam suggested Caverna, which made Ian and I both nervous. Even his pointing to the box playtime (half an hour per player) didn't entirely convince us that this was 8.30 start-time fare. Plus of course we'd be fighting for second place from the get-go: far better to make Adam play a new game in the hope he wouldn't instantly master it and comprehensively beat us.

You can probably guess where this is going...


We settled on Beta Colony, the curiously-produced (looks very 1980s) puzzle in space. Round and round the central rondel we circled, choosing which pods to build where and when, as we collectively constructed the game's three colonies. We discovered that blue pods were water and pink pods were habitations. Adam asked why they had an apple on them. I said that's what they eat in space.

The game does offer a classic push/pull between points now or points later. Points now was the route Ian took, as he forewent the majority scoring in the colonies and focused on objectives at the end of the three cycles. He even (more than once!) sacrificed artefacts in order to use them as resources: this is like burning down the Acropolis to keep the chill off.

I started out trying to go big on colony majorities but kept getting distracted. Partly by Adam's ruthless efficiency, as he steered a clinical line between my route and Ian's: scoring enough points to keep him on Ian's tail, whilst also building a presence in one colony (the one I'd neglected) that bordered on over-population.


We all stood at various times: it was one of those games. Ian even put his foot on the chair like he was on the verge of dashing off on some great adventure.

I thought I had a devastating (or effective, at least) last couple of rounds planned out, when I'd get the statue that rewarded resources and then do some decent harbouring of said resources - but I hadn't realised we were actually on the final round already; and even a do-over suggested by Ian and Adam couldn't save my score. This is why they don't give astronauts Merlot:

Adam 86
Ian 71
Sam 64

The victor cycled off into the night whilst Ian and I nursed our wounds over a quick game of Railroad Ink. Turns out drunkenness isn't a route-planner thing either, as we both scored pretty low. I pipped Ian by the narrowest of margins!

Sam 41
Ian 40

A very nice night of puzzles. Thanks chaps!

Saturday, 19 January 2019

Troika's Company

Saturday, and Andrew and Ian were hardy enough to make the trip to my house for a bit of gaming. Not only that, they were hardy enough to learn no less than three new games!

Before they arrived, Sally, Stan, Joe and I all performed an impressive feat of fireworks in Hanabi, scoring 20 points with minimal (and inadvertent) cheating. I say minimal: we did give our clues in a very dramatic play/don't play manner, which might be against the rules I guess? 

Anyway the Eastern theme continued as Sally and the boys went off to watch Thor: Rangnorak and we set up Dragon Castle. 


This is a tile-taking-and-placing game that is slightly reminiscent of Azul, in that what tile(s) you take dictates what tiles are available for others. Score points for sets (bigger the better) during play, and points for shrines (higher the better!) at the end of the game - play is something of a trade-off between these two options. I've played this a lot in January, and my prep fortunately held up:

Sam 45
Ian 41
Andrew 36


Although hats off to Andrew for refusing no less than two proposed do-overs, instead preferring a philosophical sanguinity. Starting something of an evening meme, we agreed that Martin would 'probably' quite like it. BUWMLI (But would Martin like it) score: 3/5

Next we set up Beta Colony: in Earth's distant future, humanity escapes into the cosmos in order to play a massive Stefan Feld game.


It involves dice (move/do actions!) fuel (manipulate dice) resources (pay for actions!) and artifacts (build stuff!) as we hurtled around a vast rondel in space like children on a spinning roundabout, making ourselves giddy with Euro excitement. We added in spacey music, starting off with Brian Eno - Andrew broke the mood by identifying the long, atmospheric ambience as 'Brian Eno's doorbell' -  and then Vangelis, as we hoovered up resources and spent them building futuristic space pods, or not so futuristic buildings like, weirdly, Big Ben or the Sydney Opera House. It was very Feldy in the mechanisms, with agonizing decisions and plenty of 'oh shit' moments. But not Feldy at all in the scoring, which was quite refreshing. Ian moonwalked his way to a fairly convincing victory - we lost the scores but agreed it was something along the lines of:

Ian 62
Sam 56
Andrew 52

Not so much a battle, or even a settle, as a puzzle. We liked it! BUWMLI score: 1/5

Although we'd established Ian as leader of Beta Colony only shortly after the kids retired (albeit past their usual bedtime) everyone felt like a silly luck-pusher to shake things up a bit. Andrew brought out Las Vegas, and as well as the silly luck-pushing there was a fair amount of screw-you placement as well, with at one point several casinos giving out nothing at all, so balanced were the dice in them. 

although not on this occasion

Ian was doing so poorly in the second round it looked like a straight fight between myself and Andrew, but he surged back in round three to claim an improbable and spectacular victory!

Ian $310k
Andrew/Sam $270k each

Fortified by both alcohol and reckless abandon, we broke out our third new game of the evening in Troika, one of those Oink publications that come in neat, tidy little packages. We went through the simple rules and were off!


In Troika there are tiles numbering 1 to 15, with three of every number bar the 7 - there are seven 7's. You shuffle the tiles face-down as an 'extraction zone' and imagine yourself spacepeople landed on a distant planet (so far, so Beta) gathering tiles either to make gems (a run of three tiles) or fuel (three of the same number). The value of the gems is the right-most number of the highest tile: so 1-2-3 is three points whereas 9-10-11 would only be worth one point. You need fuel to get off the planet - without it, you can't score your gems. 



On a turn you flip a tile over and then have a choice: take a face-up tile into your container, a face-down tile into your hand (maximum of three in your hand!) or return a tile from container or hand to the extraction zone. That's pretty much the game, although you can declare yourself out of the round by shouting Troika! and the first person to do so scores a bonus five points: which can be huge in this game, where the winner of a round (ie highest value gem total) only gets 2 points! Second gets a point - third gets minus a point!

This simple affair had us marvelling at how delightful it was - tactical, luck-pushing, and a little bit nasty in places. I emerged the victor in a tense third round as I called Troika before anyone else before the second time:

Sam 3
Ian 2
Andrew 1

BUWMLI score: 4/5!

And with that, Saturday night drew to a close: nice games, nice company! Cheers guys.